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Eidolon-Infernoid otk ft. Bishbalkin

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Eidolon-Infernoid otk ft. Bishbalkin

Post by α27theDemonKnight on Wed Nov 16, 2016 2:45 am

After I heard Zeo ZX breifly mention something abouts Bishbalkin and Infernoids, I decided that I would toy around with that idea myself and so began some experimentation.

My experimentation currently and mostly revolves around the following three cards.


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I suggest you all look up and read the effects of these three cards thoroughly before going any further.

Infernoid Dekatron is hands down the best Infernoid hands down since he is able to modulate his own level via his own effect.
Which in turn makes it quite convenient and simple to bring out cards such as Ultimaya and Bishbalkin.
Bishbalkin spams the field with 0/0 tokens and Purgatorio the Eidolon Beast gets to pierce all those for a simple otk.

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To summon Bishbalkin requires two level 8 or higher monsters, 1 tuner and 1 non-tuner.

I've roughly drafted two decks so far to get the whole thing working for me.


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ft. Brilliant Fusion

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ft. Kaijus


Let me know what you all think
and your own ways and usage of Bishbalkin so that I can take notes on how to properly use it. lel

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Re: Eidolon-Infernoid otk ft. Bishbalkin

Post by Zaio Volnutt on Wed Nov 16, 2016 4:38 am

Have you yet to try Galaxy Queen's light on the deck?

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Re: Eidolon-Infernoid otk ft. Bishbalkin

Post by Arc V Yuto on Wed Nov 16, 2016 8:53 am

I feel with the Gem-Knight engine can enable possible brickiness as is the nature of the engine of not getting to Brilliant fast enough or opening the Garnet seeing as you run two the possibility is increased. And you also have to gamble with Desires although if the card gives you what you need it can be majorly game changing.

How often are you able to drop Bishbalkin turn 1 or at the latest your second turn from your duels with it? A turn one seems like a very strong play but personally if it's after turn 4 for how fast the game is even turn 3 it doesn't seem like a good option but I will admit a well timed late game drop can be amazing if you still have access to dropping it.

In all looks like a nice combo deck that can lose out hard to backrow or opposition but if the combos go through it looks as if it can blow the opponent out.

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Re: Eidolon-Infernoid otk ft. Bishbalkin

Post by α27theDemonKnight on Wed Nov 16, 2016 10:58 am

[You must be registered and logged in to see this link.] wrote:Have you yet to try Galaxy Queen's light on the deck?

I haven't made a build with Galaxy Queen's Light based build yet. Probably should.
Thinking of working out something using Trains (that you suggested I do) as well.



[You must be registered and logged in to see this link.] wrote:In all looks like a nice combo deck that can lose out hard to backrow or opposition but if the combos go through it looks as if it can blow the opponent out.

This deck is currently a really gimmicky otk since I hastily threw together a bunch of cards enough so that it works.
The main issue i have to work on is the enemy backrow. Veiler hits really really hard as well.
Using Dekatron carries the same risk as them Silver/Gold Gadgets. rip.



[You must be registered and logged in to see this link.] wrote:I feel with the Gem-Knight engine can enable possible brickiness as is the nature of the engine of not getting to Brilliant fast enough or opening the Garnet seeing as you run two the possibility is increased. And you also have to gamble with Desires although if the card gives you what you need it can be majorly game changing.

Have no fear about the gamble with Desires. I actually really love this card and is viable imo in the tcg due to Gold Sarc at 3 and Necroface at 2. Hell, things like Gren Maju Da Eiza and All-Consuming Glutton exist in general.
You'd end up banishing more than half of your deck anyway since slight Infernoid plays are a thing. And also having to use them Infernoids in the grave or field as Fusion foddder for Purgatorio
Since you can check your face down cards now, you might even be able to recover banished stray Eidolon Summoners even. lel..



[You must be registered and logged in to see this link.] wrote:How often are you able to drop Bishbalkin turn 1 or at the latest your second turn from your duels with it? A turn one seems like a very strong play but personally if it's after turn 4 for how fast the game is even turn 3 it doesn't seem like a good option but I will admit a well timed late game drop can be amazing if you still have access to dropping it.

On average I'm able to get into Bishbalkin on my second turn because backrow and handtraps are still a thing. I also need to work on my deck thinning and search engines for this deck as well.
A late game Bishbalkin is no issue if the opponent doest have any counters to it and.or Purgatorio if you can. (Note the strength of the Eidolon field spell). It's usually game after that point.
If the opponent's field is empty. You can always clog it up for him as well. Sicne you can use the tokens for your own fusion needs like Starve Venoms or First of the Dargons even.

Yes currently all this deck is, is an otk gimmick and a rough draft which needs serious work on its issues.
But I think amazing things will be workable with this deck.

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but not the one it needs right now.
So we'll hunt him.
Because he can take it.
Because he's not our hero.
He's a silent guardian,
a watchful protector.
The Demon Knight"
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